Double or nothing

ABSTRACT

The concept of Double or Nothing presents a totally new game with dice. Two types of dice are utilized: the two regular six-sided cubes plus two eight-sided octahedrons, these select at a specific play a lucky player whose winnings are doubled, or he may receive a bonus. An LCD (Liquid Crystal Display) Counter Screen is introduced. It is manually operated by the Boxman, it keeps track of points accumulated to reach exact count of 11 or 21. Every bet is also identified with its own color for easy reference in placing bets or calling them a win or a loss. For the first time seven bets are introduced: GOAL EVEN ODD MORE THAN 7/LESS THAN 7 2 in a Row and 3 in a Row with pay offs more attractive for the players.

BACKGROUND

For more than 2,000 years dice games have charmed and entertained people, some times even decided their fortunes. Ancient Greeks and Romans played games with dice, throwing them on their battle shields or on their robes. Even Caesar urged his legions by stating: “The dice has been cast”.

More than 30 million americans are entertained every year with modern dice games.

When two six-sided cubes or dice are rolled, each of the six sides has an equal chance to be upper-most when the dice come to a rest. When the numbers of the two dice are added together their total can be any of 11 results, or the numbers: 2,3,4,5, 6,7,8,9,10,11,12.

Six times six equals 36; this number: 36 is the mathematical frequency of occurrence of above numbers in a dice game.

A totally NEW GAME with dice is my Invention

Title of Invention Double or Nothing Name of Inventor Gilberto Aguilera My age 79 years old, birthdate Jul. 18, 1929 My address 4690 Calle De Vida San Diego CA 92124 My telephone 858-565-8839

DESCRIPTION OF INVENTION

Equipment:

-   -   a) Dice     -   Double or Nothing utilizes TWO types of dice         -   1) two six-sided cubes, their sides show the numbers 1             through 6         -   2) two octahedrons eight-sided, their sides show the numbers             1 through 8     -   b) Table:

Shaped as a kidney bean. Four legs. Dimensions

-   -   -   -   9 Ft. long             -   6 Ft. wide             -   38″ high

        -   A railing 12″ high and 8″ wide surrounds the perimeter of             the table. Railing contains 14 chip racks numbered left to             right sequence from 1 through 14.

        -   On the lower center of the table, in front of the Boxman is             a 3″ sided pyramid Counter Screen capable of LCD (Liquid             Crystal Display) the numbers 1 through 21, this device is             manually operated by the Boxman.

        -   The table surface is covered with felt of a green             background. Color printed on the table surface, located by             each players' position are FOUR 3″ diam. circles labeled:             GOAL EVEN ODD and MORE THAN 7/LESS THAN 7.

        -   A receded shelf is provided for drink containers in the             front face of the railing.

Personnel:

-   -   a) Boxman (1) who supervises game, activates and keeps track of         Counter Screen, and handles currency.     -   b) Dealers (2) who place bets at players' requests. Pay winners         bets and collect losers bets.     -   c) Stickman (1) who calls the game, announces the next roll of         the dice and the result of each roll, conducts the tempo of the         game, and slides the dice with a stick to the next shooter.     -   d) The players.

Table Lay-Out or Road Map:

-   -   The following areas are color printed on the table surface, each         identified with its own color for easy reference in this text:

1) GOAL (Pink)

-   -   ALL bets on GOAL     -   a) win 11 for 1 when shooter hits exact count of 11 in the         Counter Screen.         -   lose if a hard 7 is rolled         -   If count goes over 11 GOAL bets are given a stand off             neither win nor lose, bets await the next roll for a             decision. Attempts are continued by the same shooter or by             the next shooter to reach exactly 21     -   b) wins 21 for 1 when shooter reaches exact count of 21 in the         Counter Screen         -   lose if a hard 7 is rolled         -   lose if count goes over 21

2) ODD (Red) one roll bets: 3, 5, 7, 9, 11

-   -   ALL bets on ODD     -   a) win even money if total of dice throw is any of above odd         numbers         -   lose if roll is an even number         -   lose if a hard 7 is rolled         -   REMEMBER: an easy 7 is counted ONLY as an odd number result.

3) EVEN (Blue) one roll bets: 2, 4, 6, 8, 10, 12

-   -   ALL bets on EVEN     -   a) win even money if total of dice roll is any of above even         numbers         -   lose if odd number is rolled         -   lose if hard 7 is rolled.

4) MORE THAN 7/LESS THAN 7 (Lilac) one roll bets

-   -   ALL bets on MORE THAN 7     -   a) win even money if the total of the dice roll is more than 7         -   lose if roll is less than 7         -   lose if a hard 7 is rolled         -   ALL bets on LESS THAN 7     -   a) win even money if dice roll totals less than 7         -   lose if roll is higher than 7         -   lose if a hard 7 is rolled

5) COMMON (Aqua): 4, 5, 6, 8, 9, 10

-   -   Bets allowed here only on the second and subsequent rolls of the         shooter. Bets to be made individually on any of above numbers.         ONLY dealers place these bets at players' requests.     -   Bets on COMMON yield     -   4 and 10 pay even money plus 3     -   5 and 9 pay even money plus 2     -   6 and 8 pay even money plus 1     -   Above bets win if any combination of the dice roll produces the         numbers shown. Any other number rolled gives these bets a stand         off: neither win nor lose, bets await next roll for a decision.     -   Lose if a hard 7 is rolled.

6) SIDE (Yellow) one roll bet: 2,3,4,9,10,11,12

-   -   A SIDE (Yellow) bet is a single bet that covers ALL above         numbers.     -   a) wins even money if 3,4,9,10,11 is rolled         -   wins 3 for 1 if a 2 is rolled         -   wins 4 for 1 if a 12 is rolled         -   lose if 5,6,7,8 is rolled after SIDE bet was made         -   lose if a hard 7 is rolled

7) HARD 7 TO WIN (Olive) one roll bet

-   -   Stickman announces: “Hard 7 roll coming out”!     -   A bet on HARD 7 TO WIN     -   a) wins 18 for 1 if you bet HARD 7 TO WIN and a hard 7 is rolled         BUT ALL other bets lose, except ANY 7 2 in a Row and 3 in a Row.         -   lose if a hard 7 is not rolled.

8) BEFORE NOON (purple) one roll bets: ANY 7 2, 3, 11, 12

-   -   A bet on ANY 7     -   a) wins 7 for 1 if any 7 is rolled: easy 7, hard 7, any 7         -   lose if a 7 is not rolled.     -   b) wins 16 for 1 if ELEVEN is rolled         -   lose if any other number is rolled     -   c) TWIN (Purple)         -   win 31 for 1 if 2 or 12 is rolled         -   lose if any other number is rolled     -   d) TRIO (Purple)         -   wins 8 for 1 if 2, 3, or 12 is rolled         -   lose if any other number is rolled

9) MEGA (Lime) Matched pairs ONLY: 2, 4, 6, 8

-   -   This bet is won when dice added together total any of above         numbers in matched pairs. Example: 2+2=4 or 3+3=6 etc.     -   a) win 8 for 1 if roll is 4 or 10         -   win lo for 1 if roll is 6 or 8         -   lose if dice roll adds up to above numbers but not as a             matched pair. Example: 1+3=4 or 2+6=8 etc.         -   lose if a hard 7 is rolled.

If any number other than an unmatched pair or a hard 7 is rolled, these bets are given a stand off: neither win nor lose, bets await next roll for a decision.

10) TWO IN A ROW (Brown)

-   -   a) win 31 for 1 if any number, even any 7 is rolled twice         consecutively         -   lose if the same number is not rolled again in the next             roll.

11) THREE IN A ROW (Gray)

-   -   a) win 50 for 1 if any number, even any 7 is rolled three times         consecutively         -   lose if the same number is not rolled again in the next             roll.

Management establishes all pay offs. The management also retains the right, with prior written consent of Inventor to make any modifications to above format.

Rules of Double or Nothing:

The number 7 has a very special function in Double or Nothing: the first 7 rolled by a new shooter is counted as an easy 7 it ONLY counts as an odd number result; the next 7 rolled is counted as a hard 7 and signals that ALL bets lose, except ANY 7, HARD 7 TO WIN, 2 in A Row and 3 in a Row. From then on every 7 rolled is either an easy 7 or a hard 7 and this sequence is repeated every time a new shooter rolls the dice to start his turn as shooter.

In Double or Nothing each player has the chance to roll the dice in left to right rotation, following the sequence of the table chip racks or positions numbered 1 through 14.

The dice are thrown by one player at a time against the inner wall of the table railing farthest away from him (her). Ask the Stickman if in doubt.

Each dice throw is called a roll. The one throwing the dice is called the shooter.

The players, themselves, may place bets on: GOAL or Pink EVEN or Blue, ODD or Red, MORE THAN 7/LESS THAN 7 or Lilac and SIDE or Yellow. All other bets are placed ONLY by the dealers at players' requests.

Table limits: 5 dollars is the minimum bet. GOAL EVEN ODD MORE THAN 7/LESS THAN 7 and COMMON require 5 dollars minimum bets. All other bets are ONE dollar minimum.

A combination of 5 or more ONE dollar bets meets the 5 dollars minimum requirement.

Any bet can be more than, but not less than the minimum.

Table maximum: five thousand dollars.

Every roll of the dice is counted and decides some bets.

Some bets are one roll bets. Other bets are given a stand off they are neither a win nor a loss,bet awaits the next roll for a decision.

-   -   NOTE: when a hard 7 is rolled ALL bets lose, except four bets         those made on ANY 7 HARD 7 TO WIN 2 in a Row and 3 in a Row.

If you wish to stop playing, any time, you may do so, a reason is not needed. Be sure and inform the dealer BEFORE the next roll that you want your bets taken down. Your money will be returned to you without penalty.

You are welcome to play again, when you are ready.

The shooter may decline to throw the dice, but continue to play or not, as he (she) wishes, electing or not, to place any bets, thus yielding the throw to the next shooter. Stickman will slide the cubes to the next shooter.

How to Play Double or Nothing:

A specific bet is not required, but in order to play, any player including the shooter must place one or more bets with a 5 dollars minimum. The shooter and the other players may also ask the dealer to place for them other bets of their choice.

Once all bets are placed, the Stickman starts the game by sliding the dice to the player in position #1. The next in line shooter is the one in position #2, etc.

The shooter keeps rolling the dice for as long as he (she) wins.

One of the shooters' aims is to increase the Counter Screen count accumulating points to reach exact count of 11 or 21.

If the shooter goes over 11 GOAL bets are given a stand off neither win nor lose and may try for 21.

If the shooter goes over 21 ALL GOAL bets lose. If a hard 7 is rolled ALL bets lose, except those made on ANY 7 HARD 7 TO WIN 2 in a Row and 3 in a Row.

Any GOAL bet may be converted to a Double or Nothing bet at any time by any player before the next roll. Player moves his bet from GOAL to EVEN or ODD. In this case players may and should take odds. This additional odds bet may be not more than 3 times the amount of the original bet. The next roll decides the outcome of a converted bet.

When GOAL bet is won at 11 or 21 and ONLY then, Stickman will slide to the shooter the two eight-sided octahedrons. the shooter then throws the octahedrons in the same way he (she) throws the dice cubes. This play identifies a lucky player in position number 1 through 14, and also results in:

-   -   a) The player identified gets paid 4 times his highest winning         bet.     -   b) If the identified player has no winning bets, he still gets         paid 25 dollars bonus win.     -   c) If there is no player at the selected position, then action         is voided and play continues.     -   d) If the roll of the octahedrons is 15 or 16, the dice may be         rolled again until 1 through 14 comes up, or the action may be         voided and play resumed, except if a player happens to be at         position 15 or 16, in which case he (she) gets paid as in (a)         or (b) above.

The octahedrons play completes the shooters' hand.

The Stickman slides the six-sided cubes to the next shooter and another hand begins.

A shooters' hand is completed when

-   -   1) he rolls a hard 7     -   2) he converts his GOAL bet to a Double or Nothing bet, dice are         moved immediately by the Stickman to the next shooter.     -   3) his GOAL bet attempt goes over 21.     -   4) he loses his last one roll bet.     -   5) after he rolls the octahedrons.

Double or Nothing is a game of fast action for fun. Learning the rules of any game may help you to make “smarter” bets. Examples: the best time to bet on 3 in a Row is right after 2 in a Row is rolled. ODD is a good bet with better chances when an easy 7 is expected in the next roll.

There is no assurance that you will either win or lose. But you certainly will be entertained.

After becoming familiar with Double or Nothing a player may throw money on the table and ask the dealer: “Five dollars on Purple eleven”, or “Two dollars each on Olive and Blue”.

Double or Nothing is designed exclusively for your enjoyment. 

1) New in Double or Nothing is the concept that each one of the players take turns rolling the dice in left to right rotation, following the sequence of the numbers 1 through 14 which identify the chip racks on the table railing. Every bet has been allocated its own color name for easy reference, plus seven new bets are introduced for the first time: GOAL EVEN ODD MORE THAN 7/LESS THAN 7 2 in a Row and 3 in a Row. 2) Innovative in Double or Nothing is the play of the two octahedrons eight-sided dice, it occurs when a player has accumulated an exact count of 11 or 21 in the Counter Screen, its action selects a lucky player whose highest winning bet is doubled or he is paid a bonus if he does not have any winning bet. 3) A very special function has been assigned to the number 7 the first 7 rolled by the shooter is called an easy 7 and counts ONLY as an odd number result, the next 7 rolled is called a hard 7 and it signals that ALL bets lose, except those four bets made on Any 7, HARD 7 TO WIN, 2 in a Row and 3 in a Row. Thereafter every 7 rolled is either an easy 7 or a hard
 7. 